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First Post
How about hard-wiring into the combat system that wielding two weapons allows for more damage, sure, but leaves you at a distinct disadvantage for no longer having the use of both hands. You can't grab anyone, catch anything, find purchase when falling, operate wands or devices, retrieve and uncork potions, etc. You'd have to sheathe or drop your weapon first. I suppose in order for that to matter in a fight, I want that to be more than a free action, OR help DMs create dynamic combats (on horseback, swinging on vines, fighting amidst tidal surges or in the middle of bat swarms) where maybe a free hand might alleviate some sort of disadvantage, or provide an advantage.
I think this really touches on a much larger issue with combat, making it so everyone is challenged, not by specifically playing to weaknesses or instilling penalties, but by forcing players to find and utilize their strengths and advantages in any given scenario through imagination, cleverness, a useful character sheet, and relatively simple rules. Arrows, jets of fire or acid, and I think TWF would want to remain toward the back behind the sword-and-shield guy, or behind the spear guy as enemies funnel down the hall, but when surrounded, he's your man, or confronted with any number of onrushing tentacles or dropping webs.
I guess there just has to be a way to provide real advantages, little to no penalties, and allow for the balance to come from dynamic play.
I think this really touches on a much larger issue with combat, making it so everyone is challenged, not by specifically playing to weaknesses or instilling penalties, but by forcing players to find and utilize their strengths and advantages in any given scenario through imagination, cleverness, a useful character sheet, and relatively simple rules. Arrows, jets of fire or acid, and I think TWF would want to remain toward the back behind the sword-and-shield guy, or behind the spear guy as enemies funnel down the hall, but when surrounded, he's your man, or confronted with any number of onrushing tentacles or dropping webs.
I guess there just has to be a way to provide real advantages, little to no penalties, and allow for the balance to come from dynamic play.